C++ application to rotate rendered glyph text into OpenGL framebuffer
Budget: £10 – £20 GBP
I am looking for an advanced C++ developer with experience in OpenGL to C++ application to rotate rendered glyph text into OpenGL framebuffer. The application does not need to be cross-platform and can be platform-specific. I require advanced formatting and styling for the Unicode character display. The ideal freelancer for this project should have:
- Advanced experience in C++ and OpenGL
- Familiarity with Unicode characters and their rendering
- Experience in advanced formatting and styling for text display
- Ability to work independently and deliver high-quality results on time
The application is here attached to this project proposal.
Requirement : The text that is rendered in the for loop here should render this into a brand new texture, and then texture should be rotated and injected into the main framebuffer, and finally displayed in the OpenGL framebuffer.
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
RenderText(shader, L"AŞĞÜİÇÖğüşıöçB", 25.0f, 50.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f));
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
The attached image shows the actual RenderText function, this function needs to be modified, so that the text is rendered into a seperate smaller texture buffer. And then that texture buffer needs to be rotatetd and injected into the framebuffer.
- Advanced experience in C++ and OpenGL
- Familiarity with Unicode characters and their rendering
- Experience in advanced formatting and styling for text display
- Ability to work independently and deliver high-quality results on time
The application is here attached to this project proposal.
Requirement : The text that is rendered in the for loop here should render this into a brand new texture, and then texture should be rotated and injected into the main framebuffer, and finally displayed in the OpenGL framebuffer.
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
RenderText(shader, L"AŞĞÜİÇÖğüşıöçB", 25.0f, 50.0f, 1.0f, glm::vec3(0.5, 0.8f, 0.2f));
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
The attached image shows the actual RenderText function, this function needs to be modified, so that the text is rendered into a seperate smaller texture buffer. And then that texture buffer needs to be rotatetd and injected into the framebuffer.